#ifdef GL_ES
precision highp float;
#endif

uniform vec4 uMatDiffuse;
varying vec3 vLightWeight;
varying vec3 vLightSpecularWeight;
varying vec4 vMatSpecular;

void main(void) {
    gl_FragColor = vec4(uMatDiffuse.rgb * vLightWeight 
                        + vMatSpecular.rgb * vLightSpecularWeight, uMatDiffuse.a);
}
